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|
untyped
global function PIN_GameStart
global function SetGameState
global function GameState_EntitiesDidLoad
global function WaittillGameStateOrHigher
global function AddCallback_OnRoundEndCleanup
global function SetShouldUsePickLoadoutScreen
global function SetSwitchSidesBased
global function SetSuddenDeathBased
global function SetTimerBased
global function SetShouldUseRoundWinningKillReplay
global function SetRoundWinningKillReplayKillClasses
global function SetRoundWinningKillReplayAttacker
global function SetWinner
global function SetTimeoutWinnerDecisionFunc
global function AddTeamScore
global function GetWinningTeamWithFFASupport
global function GameState_GetTimeLimitOverride
global function IsRoundBasedGameOver
global function ShouldRunEvac
global function GiveTitanToPlayer
global function GetTimeLimit_ForGameMode
struct {
// used for togglable parts of gamestate
bool usePickLoadoutScreen
bool switchSidesBased
bool suddenDeathBased
bool timerBased = true
int functionref() timeoutWinnerDecisionFunc
// for waitingforplayers
int numPlayersFullyConnected
bool hasSwitchedSides
int announceRoundWinnerWinningSubstr
int announceRoundWinnerLosingSubstr
bool roundWinningKillReplayTrackPilotKills = true
bool roundWinningKillReplayTrackTitanKills = false
bool gameWonThisFrame
bool hasKillForGameWonThisFrame
float roundWinningKillReplayTime
entity roundWinningKillReplayVictim
entity roundWinningKillReplayAttacker
int roundWinningKillReplayMethodOfDeath
float roundWinningKillReplayTimeOfDeath
float roundWinningKillReplayHealthFrac
array<void functionref()> roundEndCleanupCallbacks
} file
void function PIN_GameStart()
{
// todo: using the pin telemetry function here, weird and was done veeery early on before i knew how this all worked, should use a different one
// called from InitGameState
//FlagInit( "ReadyToStartMatch" )
SetServerVar( "switchedSides", 0 )
SetServerVar( "winningTeam", -1 )
AddCallback_GameStateEnter( eGameState.WaitingForCustomStart, GameStateEnter_WaitingForCustomStart )
AddCallback_GameStateEnter( eGameState.WaitingForPlayers, GameStateEnter_WaitingForPlayers )
AddCallback_OnClientConnected( WaitingForPlayers_ClientConnected )
AddCallback_GameStateEnter( eGameState.PickLoadout, GameStateEnter_PickLoadout )
AddCallback_GameStateEnter( eGameState.Prematch, GameStateEnter_Prematch )
AddCallback_GameStateEnter( eGameState.Playing, GameStateEnter_Playing )
AddCallback_GameStateEnter( eGameState.WinnerDetermined, GameStateEnter_WinnerDetermined )
AddCallback_GameStateEnter( eGameState.SwitchingSides, GameStateEnter_SwitchingSides )
AddCallback_GameStateEnter( eGameState.SuddenDeath, GameStateEnter_SuddenDeath )
AddCallback_GameStateEnter( eGameState.Postmatch, GameStateEnter_Postmatch )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddDeathCallback( "npc_titan", OnTitanKilled )
RegisterSignal( "CleanUpEntitiesForRoundEnd" )
}
void function SetGameState( int newState )
{
if ( newState == GetGameState() )
return
SetServerVar( "gameStateChangeTime", Time() )
SetServerVar( "gameState", newState )
svGlobal.levelEnt.Signal( "GameStateChanged" )
// added in AddCallback_GameStateEnter
foreach ( callbackFunc in svGlobal.gameStateEnterCallbacks[ newState ] )
callbackFunc()
}
void function GameState_EntitiesDidLoad()
{
if ( GetClassicMPMode() || ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() )
ClassicMP_SetupIntro()
}
void function WaittillGameStateOrHigher( int gameState )
{
while ( GetGameState() < gameState )
svGlobal.levelEnt.WaitSignal( "GameStateChanged" )
}
// logic for individual gamestates:
// eGameState.WaitingForCustomStart
void function GameStateEnter_WaitingForCustomStart()
{
// unused in release, comments indicate this was supposed to be used for an e3 demo
// perhaps games in this demo were manually started by an employee? no clue really
}
// eGameState.WaitingForPlayers
void function GameStateEnter_WaitingForPlayers()
{
foreach ( entity player in GetPlayerArray() )
WaitingForPlayers_ClientConnected( player )
thread WaitForPlayers() // like 90% sure there should be a way to get number of loading clients on server but idk it
}
void function WaitForPlayers( )
{
// note: atm if someone disconnects as this happens the game will just wait forever
float endTime = Time() + 30.0
while ( ( GetPendingClientsCount() != 0 && endTime > Time() ) || GetPlayerArray().len() == 0 )
WaitFrame()
print( "done waiting!" )
wait 1.0 // bit nicer
if ( file.usePickLoadoutScreen )
SetGameState( eGameState.PickLoadout )
else
SetGameState( eGameState.Prematch )
}
void function WaitingForPlayers_ClientConnected( entity player )
{
if ( GetGameState() == eGameState.WaitingForPlayers )
ScreenFadeToBlackForever( player, 0.0 )
}
// eGameState.PickLoadout
void function GameStateEnter_PickLoadout()
{
thread GameStateEnter_PickLoadout_Threaded()
}
void function GameStateEnter_PickLoadout_Threaded()
{
float pickloadoutLength = 20.0 // may need tweaking
SetServerVar( "minPickLoadOutTime", Time() + pickloadoutLength )
// titan selection menu can change minPickLoadOutTime so we need to wait manually until we hit the time
while ( Time() < GetServerVar( "minPickLoadOutTime" ) )
WaitFrame()
SetGameState( eGameState.Prematch )
}
// eGameState.Prematch
void function GameStateEnter_Prematch()
{
int timeLimit = GameMode_GetTimeLimit( GAMETYPE ) * 60
if ( file.switchSidesBased )
timeLimit /= 2 // endtime is half of total per side
SetServerVar( "gameEndTime", Time() + timeLimit + ClassicMP_GetIntroLength() )
SetServerVar( "roundEndTime", Time() + ClassicMP_GetIntroLength() + GameMode_GetRoundTimeLimit( GAMETYPE ) * 60 )
if ( !GetClassicMPMode() && !ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() )
thread StartGameWithoutClassicMP()
}
void function StartGameWithoutClassicMP()
{
foreach ( entity player in GetPlayerArray() )
if ( IsAlive( player ) )
player.Die()
WaitFrame() // wait for callbacks to finish
// need these otherwise game will complain
SetServerVar( "gameStartTime", Time() )
SetServerVar( "roundStartTime", Time() )
foreach ( entity player in GetPlayerArray() )
{
if ( !IsPrivateMatchSpectator( player ) )
RespawnAsPilot( player )
ScreenFadeFromBlack( player, 0 )
}
SetGameState( eGameState.Playing )
}
// eGameState.Playing
void function GameStateEnter_Playing()
{
thread GameStateEnter_Playing_Threaded()
}
void function GameStateEnter_Playing_Threaded()
{
WaitFrame() // ensure timelimits are all properly set
thread DialoguePlayNormal() // runs dialogue play function
while ( GetGameState() == eGameState.Playing )
{
// could cache these, but what if we update it midgame?
float endTime
if ( IsRoundBased() )
endTime = expect float( GetServerVar( "roundEndTime" ) )
else
endTime = expect float( GetServerVar( "gameEndTime" ) )
// time's up!
if ( Time() >= endTime && file.timerBased )
{
int winningTeam
if ( file.timeoutWinnerDecisionFunc != null )
winningTeam = file.timeoutWinnerDecisionFunc()
else
winningTeam = GetWinningTeamWithFFASupport()
if ( file.switchSidesBased && !file.hasSwitchedSides && !IsRoundBased() ) // in roundbased modes, we handle this in setwinner
SetGameState( eGameState.SwitchingSides )
else if ( file.suddenDeathBased && winningTeam == TEAM_UNASSIGNED ) // suddendeath if we draw and suddendeath is enabled and haven't switched sides
SetGameState( eGameState.SuddenDeath )
else
SetWinner( winningTeam )
}
WaitFrame()
}
}
// eGameState.WinnerDetermined
// these are likely innacurate
const float ROUND_END_FADE_KILLREPLAY = 1.0
const float ROUND_END_DELAY_KILLREPLAY = 3.0
const float ROUND_END_FADE_NOKILLREPLAY = 8.0
const float ROUND_END_DELAY_NOKILLREPLAY = 10.0
void function GameStateEnter_WinnerDetermined()
{
thread GameStateEnter_WinnerDetermined_Threaded()
}
void function GameStateEnter_WinnerDetermined_Threaded()
{
// do win announcement
int winningTeam = GetWinningTeamWithFFASupport()
DialoguePlayWinnerDetermined() // play a faction dialogue when winner is determined
foreach ( entity player in GetPlayerArray() )
{
int announcementSubstr
if ( winningTeam != TEAM_UNASSIGNED )
announcementSubstr = player.GetTeam() == winningTeam ? file.announceRoundWinnerWinningSubstr : file.announceRoundWinnerLosingSubstr
if ( IsRoundBased() )
Remote_CallFunction_NonReplay( player, "ServerCallback_AnnounceRoundWinner", winningTeam, announcementSubstr, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME, GameRules_GetTeamScore2( TEAM_MILITIA ), GameRules_GetTeamScore2( TEAM_IMC ) )
else
Remote_CallFunction_NonReplay( player, "ServerCallback_AnnounceWinner", winningTeam, announcementSubstr, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME )
if ( player.GetTeam() == winningTeam )
UnlockAchievement( player, achievements.MP_WIN )
}
WaitFrame() // wait a frame so other scripts can setup killreplay stuff
// set gameEndTime to current time, so hud doesn't display time left in the match
SetServerVar( "gameEndTime", Time() )
SetServerVar( "roundEndTime", Time() )
entity replayAttacker = file.roundWinningKillReplayAttacker
bool doReplay = Replay_IsEnabled() && IsRoundWinningKillReplayEnabled() && IsValid( replayAttacker ) && !ClassicMP_ShouldRunEpilogue()
&& Time() - file.roundWinningKillReplayTime <= ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY && winningTeam != TEAM_UNASSIGNED
float replayLength = 2.0 // extra delay if no replay
if ( doReplay )
{
bool killcamsWereEnabled = KillcamsEnabled()
if ( killcamsWereEnabled ) // dont want killcams to interrupt stuff
SetKillcamsEnabled( false )
replayLength = ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY
if ( "respawnTime" in replayAttacker.s && Time() - replayAttacker.s.respawnTime < replayLength )
replayLength += Time() - expect float ( replayAttacker.s.respawnTime )
SetServerVar( "roundWinningKillReplayEntHealthFrac", file.roundWinningKillReplayHealthFrac )
foreach ( entity player in GetPlayerArray() )
thread PlayerWatchesRoundWinningKillReplay( player, replayLength )
wait ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
wait replayLength
WaitFrame() // prevent a race condition with PlayerWatchesRoundWinningKillReplay
file.roundWinningKillReplayAttacker = null // clear this
if ( killcamsWereEnabled )
SetKillcamsEnabled( true )
}
else if ( IsRoundBased() || !ClassicMP_ShouldRunEpilogue() )
{
// these numbers are temp and should really be based on consts of some kind
foreach( entity player in GetPlayerArray() )
{
player.FreezeControlsOnServer()
ScreenFadeToBlackForever( player, 4.0 )
}
wait ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY
CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
foreach( entity player in GetPlayerArray() )
player.UnfreezeControlsOnServer()
}
if ( IsRoundBased() )
{
svGlobal.levelEnt.Signal( "RoundEnd" )
int roundsPlayed = expect int ( GetServerVar( "roundsPlayed" ) )
SetServerVar( "roundsPlayed", roundsPlayed + 1 )
int winningTeam = GetWinningTeamWithFFASupport()
int highestScore = GameRules_GetTeamScore( winningTeam )
int roundScoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE )
if ( highestScore >= roundScoreLimit )
{
if ( ClassicMP_ShouldRunEpilogue() )
{
ClassicMP_SetupEpilogue()
SetGameState( eGameState.Epilogue )
}
else
SetGameState( eGameState.Postmatch )
}
else if ( file.switchSidesBased && !file.hasSwitchedSides && highestScore >= ( roundScoreLimit.tofloat() / 2.0 ) ) // round up
SetGameState( eGameState.SwitchingSides ) // note: switchingsides will handle setting to pickloadout and prematch by itself
else if ( file.usePickLoadoutScreen )
SetGameState( eGameState.PickLoadout )
else
SetGameState ( eGameState.Prematch )
}
else
{
if ( ClassicMP_ShouldRunEpilogue() )
{
ClassicMP_SetupEpilogue()
SetGameState( eGameState.Epilogue )
}
else
SetGameState( eGameState.Postmatch )
}
}
void function PlayerWatchesRoundWinningKillReplay( entity player, float replayLength )
{
// end if player dcs
player.EndSignal( "OnDestroy" )
player.FreezeControlsOnServer()
ScreenFadeToBlackForever( player, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME )
wait ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
player.SetPredictionEnabled( false ) // prediction fucks with replays
entity attacker = file.roundWinningKillReplayAttacker
if ( IsValid( attacker ) )
{
player.SetKillReplayDelay( Time() - replayLength, THIRD_PERSON_KILL_REPLAY_ALWAYS )
player.SetKillReplayInflictorEHandle( attacker.GetEncodedEHandle() )
player.SetKillReplayVictim( file.roundWinningKillReplayVictim )
player.SetViewIndex( attacker.GetIndexForEntity() )
player.SetIsReplayRoundWinning( true )
}
if ( replayLength >= ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY - 0.5 ) // only do fade if close to full length replay
{
// this doesn't work because fades don't work on players that are in a replay, unsure how official servers do this
wait replayLength - 2.0
ScreenFadeToBlackForever( player, 2.0 )
wait 2.0
}
else
wait replayLength
//player.SetPredictionEnabled( true ) doesn't seem needed, as native code seems to set this on respawn
player.ClearReplayDelay()
player.ClearViewEntity()
player.UnfreezeControlsOnServer()
}
// eGameState.SwitchingSides
void function GameStateEnter_SwitchingSides()
{
thread GameStateEnter_SwitchingSides_Threaded()
}
void function GameStateEnter_SwitchingSides_Threaded()
{
bool killcamsWereEnabled = KillcamsEnabled()
if ( killcamsWereEnabled ) // dont want killcams to interrupt stuff
SetKillcamsEnabled( false )
WaitFrame() // wait a frame so callbacks can set killreplay info
entity replayAttacker = file.roundWinningKillReplayAttacker
bool doReplay = Replay_IsEnabled() && IsRoundWinningKillReplayEnabled() && IsValid( replayAttacker ) && !IsRoundBased() // for roundbased modes, we've already done the replay
&& Time() - file.roundWinningKillReplayTime <= SWITCHING_SIDES_DELAY
float replayLength = SWITCHING_SIDES_DELAY_REPLAY // extra delay if no replay
if ( doReplay )
{
replayLength = SWITCHING_SIDES_DELAY
if ( "respawnTime" in replayAttacker.s && Time() - replayAttacker.s.respawnTime < replayLength )
replayLength += Time() - expect float ( replayAttacker.s.respawnTime )
SetServerVar( "roundWinningKillReplayEntHealthFrac", file.roundWinningKillReplayHealthFrac )
}
foreach ( entity player in GetPlayerArray() )
thread PlayerWatchesSwitchingSidesKillReplay( player, doReplay, replayLength )
wait SWITCHING_SIDES_DELAY_REPLAY
CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
wait replayLength
if ( killcamsWereEnabled )
SetKillcamsEnabled( true )
file.hasSwitchedSides = true
svGlobal.levelEnt.Signal( "RoundEnd" ) // might be good to get a new signal for this? not 100% necessary tho i think
SetServerVar( "switchedSides", 1 )
file.roundWinningKillReplayAttacker = null // reset this after replay
if ( file.usePickLoadoutScreen )
SetGameState( eGameState.PickLoadout )
else
SetGameState ( eGameState.Prematch )
}
void function PlayerWatchesSwitchingSidesKillReplay( entity player, bool doReplay, float replayLength )
{
player.EndSignal( "OnDestroy" )
player.FreezeControlsOnServer()
ScreenFadeToBlackForever( player, SWITCHING_SIDES_DELAY_REPLAY ) // automatically cleared
wait SWITCHING_SIDES_DELAY_REPLAY
if ( doReplay )
{
player.SetPredictionEnabled( false ) // prediction fucks with replays
// delay seems weird for switchingsides? ends literally the frame the flag is collected
entity attacker = file.roundWinningKillReplayAttacker
player.SetKillReplayDelay( Time() - replayLength, THIRD_PERSON_KILL_REPLAY_ALWAYS )
player.SetKillReplayInflictorEHandle( attacker.GetEncodedEHandle() )
player.SetKillReplayVictim( file.roundWinningKillReplayVictim )
player.SetViewIndex( attacker.GetIndexForEntity() )
player.SetIsReplayRoundWinning( true )
if ( replayLength >= SWITCHING_SIDES_DELAY - 0.5 ) // only do fade if close to full length replay
{
// this doesn't work because fades don't work on players that are in a replay, unsure how official servers do this
wait replayLength - ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
ScreenFadeToBlackForever( player, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME )
wait ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
}
else
wait replayLength
}
else
wait SWITCHING_SIDES_DELAY_REPLAY // extra delay if no replay
//player.SetPredictionEnabled( true ) doesn't seem needed, as native code seems to set this on respawn
player.ClearReplayDelay()
player.ClearViewEntity()
}
// eGameState.SuddenDeath
void function GameStateEnter_SuddenDeath()
{
// disable respawns, suddendeath calling is done on a kill callback
SetRespawnsEnabled( false )
// defensive fixes, so game won't stuck in SuddenDeath forever
bool mltElimited = false
bool imcElimited = false
if( GetPlayerArrayOfTeam_Alive( TEAM_MILITIA ).len() < 1 )
mltElimited = true
if( GetPlayerArrayOfTeam_Alive( TEAM_IMC ).len() < 1 )
imcElimited = true
if( mltElimited && imcElimited )
SetWinner( TEAM_UNASSIGNED )
else if( mltElimited )
SetWinner( TEAM_IMC )
else if( imcElimited )
SetWinner( TEAM_MILITIA )
}
// eGameState.Postmatch
void function GameStateEnter_Postmatch()
{
foreach ( entity player in GetPlayerArray() )
{
player.FreezeControlsOnServer()
thread ForceFadeToBlack( player )
}
thread GameStateEnter_Postmatch_Threaded()
}
void function GameStateEnter_Postmatch_Threaded()
{
wait GAME_POSTMATCH_LENGTH
GameRules_EndMatch()
}
void function ForceFadeToBlack( entity player )
{
// todo: check if this is still necessary
player.EndSignal( "OnDestroy" )
// hack until i figure out what deathcam stuff is causing fadetoblacks to be cleared
while ( true )
{
WaitFrame()
ScreenFadeToBlackForever( player, 0.0 )
}
}
// shared across multiple gamestates
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( !GamePlayingOrSuddenDeath() )
{
if ( file.gameWonThisFrame )
{
if ( file.hasKillForGameWonThisFrame )
return
}
else
return
}
// set round winning killreplay info here if we're tracking pilot kills
// todo: make this not count environmental deaths like falls, unsure how to prevent this
if ( file.roundWinningKillReplayTrackPilotKills && victim != attacker && attacker != svGlobal.worldspawn && IsValid( attacker ) )
{
if ( file.gameWonThisFrame )
file.hasKillForGameWonThisFrame = true
file.roundWinningKillReplayTime = Time()
file.roundWinningKillReplayVictim = victim
file.roundWinningKillReplayAttacker = attacker
file.roundWinningKillReplayMethodOfDeath = DamageInfo_GetDamageSourceIdentifier( damageInfo )
file.roundWinningKillReplayTimeOfDeath = Time()
file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
}
if ( ( Riff_EliminationMode() == eEliminationMode.Titans || Riff_EliminationMode() == eEliminationMode.PilotsTitans ) && victim.IsTitan() ) // need an extra check for this
OnTitanKilled( victim, damageInfo )
if ( !GamePlayingOrSuddenDeath() )
return
// note: pilotstitans is just win if enemy team runs out of either pilots or titans
if ( IsPilotEliminationBased() || GetGameState() == eGameState.SuddenDeath )
{
if ( GetPlayerArrayOfTeam_Alive( victim.GetTeam() ).len() == 0 )
{
// for ffa we need to manually get the last team alive
if ( IsFFAGame() )
{
array<int> teamsWithLivingPlayers
foreach ( entity player in GetPlayerArray_Alive() )
{
if ( !teamsWithLivingPlayers.contains( player.GetTeam() ) )
teamsWithLivingPlayers.append( player.GetTeam() )
}
if ( teamsWithLivingPlayers.len() == 1 )
SetWinner( teamsWithLivingPlayers[ 0 ], "#GAMEMODE_ENEMY_PILOTS_ELIMINATED", "#GAMEMODE_FRIENDLY_PILOTS_ELIMINATED" )
else if ( teamsWithLivingPlayers.len() == 0 ) // failsafe: only team was the dead one
SetWinner( TEAM_UNASSIGNED, "#GAMEMODE_ENEMY_PILOTS_ELIMINATED", "#GAMEMODE_FRIENDLY_PILOTS_ELIMINATED" ) // this is fine in ffa
}
else
SetWinner( GetOtherTeam( victim.GetTeam() ), "#GAMEMODE_ENEMY_PILOTS_ELIMINATED", "#GAMEMODE_FRIENDLY_PILOTS_ELIMINATED" )
}
}
}
void function OnTitanKilled( entity victim, var damageInfo )
{
if ( !GamePlayingOrSuddenDeath() )
{
if ( file.gameWonThisFrame )
{
if ( file.hasKillForGameWonThisFrame )
return
}
else
return
}
// set round winning killreplay info here if we're tracking titan kills
// todo: make this not count environmental deaths like falls, unsure how to prevent this
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( file.roundWinningKillReplayTrackTitanKills && victim != attacker && attacker != svGlobal.worldspawn && IsValid( attacker ) )
{
if ( file.gameWonThisFrame )
file.hasKillForGameWonThisFrame = true
file.roundWinningKillReplayTime = Time()
file.roundWinningKillReplayVictim = victim
file.roundWinningKillReplayAttacker = attacker
file.roundWinningKillReplayMethodOfDeath = DamageInfo_GetDamageSourceIdentifier( damageInfo )
file.roundWinningKillReplayTimeOfDeath = Time()
file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
}
if ( !GamePlayingOrSuddenDeath() )
return
// note: pilotstitans is just win if enemy team runs out of either pilots or titans
if ( IsTitanEliminationBased() )
{
int livingTitans
foreach ( entity titan in GetTitanArrayOfTeam( victim.GetTeam() ) )
livingTitans++
if ( livingTitans == 0 )
{
// for ffa we need to manually get the last team alive
if ( IsFFAGame() )
{
array<int> teamsWithLivingTitans
foreach ( entity titan in GetTitanArray() )
{
if ( !teamsWithLivingTitans.contains( titan.GetTeam() ) )
teamsWithLivingTitans.append( titan.GetTeam() )
}
if ( teamsWithLivingTitans.len() == 1 )
SetWinner( teamsWithLivingTitans[ 0 ], "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" )
else if ( teamsWithLivingTitans.len() == 0 ) // failsafe: only team was the dead one
SetWinner( TEAM_UNASSIGNED, "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" ) // this is fine in ffa
}
else
SetWinner( GetOtherTeam( victim.GetTeam() ), "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" )
}
}
}
void function AddCallback_OnRoundEndCleanup( void functionref() callback )
{
file.roundEndCleanupCallbacks.append( callback )
}
void function CleanUpEntitiesForRoundEnd()
{
// this function should clean up any and all entities that need to be removed between rounds, ideally at a point where it isn't noticable to players
SetPlayerDeathsHidden( true ) // hide death sounds and such so people won't notice they're dying
foreach ( entity player in GetPlayerArray() )
{
ClearTitanAvailable( player )
PROTO_CleanupTrackedProjectiles( player )
player.SetPlayerNetInt( "batteryCount", 0 )
if ( IsAlive( player ) )
player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.round_end } )
}
foreach ( entity npc in GetNPCArray() )
{
if ( !IsValid( npc ) || !IsAlive( npc ) )
continue
// kill rather than destroy, as destroying will cause issues with children which is an issue especially for dropships and titans
npc.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.round_end } )
}
// destroy weapons
ClearDroppedWeapons()
foreach ( entity battery in GetEntArrayByClass_Expensive( "item_titan_battery" ) )
battery.Destroy()
// allow other scripts to clean stuff up too
svGlobal.levelEnt.Signal( "CleanUpEntitiesForRoundEnd" )
foreach ( void functionref() callback in file.roundEndCleanupCallbacks )
callback()
SetPlayerDeathsHidden( false )
}
// stuff for gamemodes to call
void function SetShouldUsePickLoadoutScreen( bool shouldUse )
{
file.usePickLoadoutScreen = shouldUse
}
void function SetSwitchSidesBased( bool switchSides )
{
file.switchSidesBased = switchSides
}
void function SetSuddenDeathBased( bool suddenDeathBased )
{
file.suddenDeathBased = suddenDeathBased
}
void function SetTimerBased( bool timerBased )
{
file.timerBased = timerBased
}
void function SetShouldUseRoundWinningKillReplay( bool shouldUse )
{
SetServerVar( "roundWinningKillReplayEnabled", shouldUse )
}
void function SetRoundWinningKillReplayKillClasses( bool pilot, bool titan )
{
file.roundWinningKillReplayTrackPilotKills = pilot
file.roundWinningKillReplayTrackTitanKills = titan // player kills in titans should get tracked anyway, might be worth renaming this
}
void function SetRoundWinningKillReplayAttacker( entity attacker )
{
file.roundWinningKillReplayTime = Time()
file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
file.roundWinningKillReplayAttacker = attacker
file.roundWinningKillReplayTimeOfDeath = Time()
}
void function SetWinner( int team, string winningReason = "", string losingReason = "" )
{
SetServerVar( "winningTeam", team )
file.gameWonThisFrame = true
thread UpdateGameWonThisFrameNextFrame()
if ( winningReason.len() == 0 )
file.announceRoundWinnerWinningSubstr = 0
else
file.announceRoundWinnerWinningSubstr = GetStringID( winningReason )
if ( losingReason.len() == 0 )
file.announceRoundWinnerLosingSubstr = 0
else
file.announceRoundWinnerLosingSubstr = GetStringID( losingReason )
if ( GamePlayingOrSuddenDeath() )
{
if ( IsRoundBased() )
{
if ( team != TEAM_UNASSIGNED )
{
GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + 1 )
GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + 1 )
}
SetGameState( eGameState.WinnerDetermined )
}
else
SetGameState( eGameState.WinnerDetermined )
}
}
void function UpdateGameWonThisFrameNextFrame()
{
WaitFrame()
file.gameWonThisFrame = false
file.hasKillForGameWonThisFrame = false
}
void function AddTeamScore( int team, int amount )
{
GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + amount )
GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + amount )
int scoreLimit
if ( IsRoundBased() )
scoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE )
else
scoreLimit = GameMode_GetScoreLimit( GAMETYPE )
int score = GameRules_GetTeamScore( team )
if ( score >= scoreLimit || GetGameState() == eGameState.SuddenDeath )
SetWinner( team )
else if ( ( file.switchSidesBased && !file.hasSwitchedSides ) && score >= ( scoreLimit.tofloat() / 2.0 ) )
SetGameState( eGameState.SwitchingSides )
}
void function SetTimeoutWinnerDecisionFunc( int functionref() callback )
{
file.timeoutWinnerDecisionFunc = callback
}
int function GetWinningTeamWithFFASupport()
{
if ( !IsFFAGame() )
return GameScore_GetWinningTeam()
else
{
// custom logic for calculating ffa winner as GameScore_GetWinningTeam doesn't handle this
int winningTeam = TEAM_UNASSIGNED
int winningScore = 0
foreach ( entity player in GetPlayerArray() )
{
int currentScore = GameRules_GetTeamScore( player.GetTeam() )
if ( currentScore == winningScore )
winningTeam = TEAM_UNASSIGNED // if 2 teams are equal, return TEAM_UNASSIGNED
else if ( currentScore > winningScore )
{
winningTeam = player.GetTeam()
winningScore = currentScore
}
}
return winningTeam
}
unreachable
}
// idk
float function GameState_GetTimeLimitOverride()
{
return 100
}
bool function IsRoundBasedGameOver()
{
return false
}
bool function ShouldRunEvac()
{
return true
}
void function GiveTitanToPlayer( entity player )
{
}
float function GetTimeLimit_ForGameMode()
{
string mode = GameRules_GetGameMode()
string playlistString = "timelimit"
// default to 10 mins, because that seems reasonable
return GetCurrentPlaylistVarFloat( playlistString, 10 )
}
// faction dialogue
void function DialoguePlayNormal()
{
int totalScore = GameMode_GetScoreLimit( GameRules_GetGameMode() )
int winningTeam
int losingTeam
float diagIntervel = 71 // play a faction dailogue every 70 + 1s to prevent play together with winner dialogue
while( GetGameState() == eGameState.Playing )
{
wait diagIntervel
if( GameRules_GetTeamScore( TEAM_MILITIA ) < GameRules_GetTeamScore( TEAM_IMC ) )
{
winningTeam = TEAM_IMC
losingTeam = TEAM_MILITIA
}
if( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) )
{
winningTeam = TEAM_MILITIA
losingTeam = TEAM_IMC
}
if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) >= totalScore * 0.4 )
{
PlayFactionDialogueToTeam( "scoring_winningLarge", winningTeam )
PlayFactionDialogueToTeam( "scoring_losingLarge", losingTeam )
}
else if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) <= totalScore * 0.2 )
{
PlayFactionDialogueToTeam( "scoring_winningClose", winningTeam )
PlayFactionDialogueToTeam( "scoring_losingClose", losingTeam )
}
else if( GameRules_GetTeamScore( winningTeam ) == GameRules_GetTeamScore( losingTeam ) )
{
continue
}
else
{
PlayFactionDialogueToTeam( "scoring_winning", winningTeam )
PlayFactionDialogueToTeam( "scoring_losing", losingTeam )
}
}
}
void function DialoguePlayWinnerDetermined()
{
int totalScore = GameMode_GetScoreLimit( GameRules_GetGameMode() )
int winningTeam
int losingTeam
if( GameRules_GetTeamScore( TEAM_MILITIA ) < GameRules_GetTeamScore( TEAM_IMC ) )
{
winningTeam = TEAM_IMC
losingTeam = TEAM_MILITIA
}
if( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) )
{
winningTeam = TEAM_MILITIA
losingTeam = TEAM_IMC
}
if( IsRoundBased() ) // check for round based modes
{
if( GameRules_GetTeamScore( winningTeam ) != GameMode_GetRoundScoreLimit( GAMETYPE ) ) // no winner dialogue till game really ends
return
}
if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) >= totalScore * 0.4 )
{
PlayFactionDialogueToTeam( "scoring_wonMercy", winningTeam )
PlayFactionDialogueToTeam( "scoring_lostMercy", losingTeam )
}
else if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) <= totalScore * 0.2 )
{
PlayFactionDialogueToTeam( "scoring_wonClose", winningTeam )
PlayFactionDialogueToTeam( "scoring_lostClose", losingTeam )
}
else if( GameRules_GetTeamScore( winningTeam ) == GameRules_GetTeamScore( losingTeam ) )
{
PlayFactionDialogueToTeam( "scoring_tied", winningTeam )
PlayFactionDialogueToTeam( "scoring_tied", losingTeam )
}
else
{
PlayFactionDialogueToTeam( "scoring_won", winningTeam )
PlayFactionDialogueToTeam( "scoring_lost", losingTeam )
}
}
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